ManiLoco

The use of virtual reality (VR) in laboratory skill training is rapidly increasing. In such applications, users often need to explore a large virtual environment within a limited physical space while completing a series of hand-based tasks (e.g., object manipulation). However, the most widely used controller-based teleport methods may conflict with the users' hand operation and result in a higher cognitive load, negatively affecting their training experiences. To alleviate these limitations, we designed and implemented a locomotion method called ManiLoco to enable hands-free interaction and thus avoid conflicts and interruptions from other tasks. Users can teleport to a remote object's position by taking a step toward the object while looking at it. We evaluated ManiLoco and compared it with state-of-the-art Point & Teleport in a within-subject experiment with 16 participants. The results confirmed the viability of our foot- and head-based approach and better support concurrent object manipulation in VR training tasks. Furthermore, our locomotion method does not require any additional hardware. It solely relies on the VR head-mounted display (HMD) and our implementation of detecting the user's stepping activity, and it can be easily applied to any VR application as a plugin.

[1]  Christos Mousas,et al.  Evaluating virtual reality locomotion interfaces on collision avoidance task with a virtual character , 2021, The Visual Computer.

[2]  Christos Mousas,et al.  A Review on Virtual Reality Skill Training Applications , 2021, Frontiers in Virtual Reality.

[3]  Max Mühlhäuser,et al.  Podoportation: Foot-Based Locomotion in Virtual Reality , 2020, CHI.

[4]  Enrico Rukzio,et al.  Telewalk: Towards Free and Endless Walking in Room-Scale Virtual Reality , 2020, CHI.

[5]  Eelke Folmer,et al.  Out-of-body Locomotion: Vectionless Navigation with a Continuous Avatar Representation , 2019, VRST.

[6]  Hai-Ning Liang,et al.  DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted Displays , 2019, CHI.

[7]  Sebastian Günther,et al.  Mind the Tap: Assessing Foot-Taps for Interacting with Head-Mounted Displays , 2019, CHI.

[8]  Eyal Ofek,et al.  I'm a Giant: Walking in Large Virtual Environments at High Speed Gains , 2019, CHI.

[9]  Sebastian Günther,et al.  Assessing the Accuracy of Point & Teleport Locomotion with Orientation Indication for Virtual Reality using Curved Trajectories , 2019, CHI.

[10]  Rajiv V. Dubey,et al.  Locomotion in virtual reality for room scale tracked areas , 2019, Int. J. Hum. Comput. Stud..

[11]  Antonio López,et al.  Walking Turn Prediction from Upper Body Kinematics: A Systematic Review with Implications for Human-Robot Interaction , 2019, Applied Sciences.

[12]  Jane Prophet,et al.  The state of immersive technology research: A literature analysis , 2018, Comput. Hum. Behav..

[13]  Flemming Konradsen,et al.  A review of the use of virtual reality head-mounted displays in education and training , 2017, Education and Information Technologies.

[14]  Eike Langbehn,et al.  Evaluation of Locomotion Techniques for Room-Scale VR: Joystick, Teleportation, and Redirected Walking , 2018, VRIC.

[15]  A. Bayliss,et al.  Physical and mental effort disrupts the implicit sense of agency , 2016, Cognition.

[16]  Rajiv V. Dubey,et al.  Point & Teleport Locomotion Technique for Virtual Reality , 2016, CHI PLAY.

[17]  Eelke Folmer,et al.  VR-STEP: Walking-in-Place using Inertial Sensing for Hands Free Navigation in Mobile VR Environments , 2016, CHI.

[18]  Jason Alexander,et al.  The Feet in Human--Computer Interaction , 2015, ACM Comput. Surv..

[19]  Chris Fowler,et al.  Camera-based OBDP locomotion system , 2009, VRST '09.

[20]  Sharif Razzaque,et al.  Redirected Walking in Place , 2002, EGVE.

[21]  Joseph J. LaViola,et al.  Hands-free multi-scale navigation in virtual environments , 2001, I3D '01.

[22]  Robert J. K. Jacob,et al.  Interacting with eye movements in virtual environments , 2000, CHI.

[23]  Patricia S. Denbrook,et al.  Virtual Locomotion: Walking in Place through Virtual Environments , 1999, Presence.

[24]  Hiroo Iwata,et al.  The Torus Treadmill: Realizing Locomotion in VEs , 1999, IEEE Computer Graphics and Applications.

[25]  Mary C. Whitton,et al.  Walking > walking-in-place > flying, in virtual environments , 1999, SIGGRAPH.

[26]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[27]  Rudy Darken,et al.  The omni-directional treadmill: a locomotion device for virtual worlds , 1997, UIST '97.

[28]  Mel Slater,et al.  Taking steps: the influence of a walking technique on presence in virtual reality , 1995, TCHI.

[29]  Joseph J. LaViola,et al.  A discussion of cybersickness in virtual environments , 2000, SGCH.